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Parasitus

Modpack: Survive after civilization has collapsed. Horrifying creatures come for you and evolve over time becoming harder

File Details

Parasitus (The bank is empty?)

  • R
  • Feb 6, 2026
  • 396.32 MB
  • 142
  • 1.12.2
  • Forge

File Name

Parasitus Import.zip

Supported Versions

  • 1.12.2


Side Note: I cannot update SRP yet, the current alpha is too unstable. I will update srp when they release the bug fixes. (No really, like the bug where sometimes a meteor kills you within 10 seconds of spawning in a new world or the bug where suddenly the phase goes from 0 to 3 right away)


Fixes:

-Fixed a single bullet or attack causing you to bleed out without a bandage very quick (I did not intend the pack to be that hard) Bleeding is now balanced to allow you to take a couple hits and not eat your hearts too fast! Tip: Wearing armor means less damage being taken = less likely to start bleeding

-Fixed the bandage having the action to be held, now clicking a bandage will use it right away.

- Removed some config files from mods that are no longer present that slipped my radar SOMEHOW

- Edited some structures, like adding turrets to military oil rigs or fixing parasitic bricks being used in the car wash structure and many other things.

- Changed the default season when you start a world to Summer instead of spring to fix winter like terrain appearing nearby (As the game generates as winter then changes to start of spring resulting in some chunks being temporarily snow)

- Adjusted structure generation rates for certain structures overspawning and others underspawning

-Turned off concrete making player walking & running speed faster


Changes/New:

- INSANE OPTIMIZATIONS, game & chunks load faster and mod count went from 127 to 117 (Scroll down to mod section to see how) and the recommended ram allocation has been changed to 5-7

- Storms and rare tornados are back, the last update temporarily removed them. Now they are remastered and balanced, such as tornados no longer chasing players or tornados overspawning

- Added more wall signs/posters to the structures (Also adjusted them so they do not generate falling onto the floor, report any structure that has paintings still coming off)

- Added a few new background images for the Main Menu rotation and a few new broadcast messages.

- Adjusted some of the lore in the modpack to ensure it fits the timeline and details (Adjusted some broadcasts and the lore books specifically to fix lore issues. All lore is now consistent)

- Adjusted start of guide book. Also you can now also open the guidebook by pressing G, you do not need the book itself.

- Adjusted default settings (Like not making the default unlimited FPS or the default sensitivity too high)

- Made the player start with 2 bandages and renamed the Guidebook, as in very rare cases my multiplayer warning guidebook title made certain new players think the guidebook is only some multiplayer related book, throw it away and then hours later realize the guide book exists. (This has happened)

- Removed 2 modded biomes that did not fit the style of the pack (Your world should be fine)



Mods:

- Updated: “Armored Arms”

Removed Entity Culling (The Performant mod already has its own entity culling system)

Removed MultiThreading (The other new mods cover it)

Removed Clumps (I added Fixeroo to replace it)

 

Removed SwingThroughGrass. Attribute Fix, Surge, FastWorkbench, Born in a Barn (I added Universal Tweaks to replace it)

Removed Performant

Replaced Openblocks & Open Lib with Openblocks Reopened

Replace Mouse Tweaks with Mouse Tweaks Unoffcial as it runs better with Improved Cleanroom Relaunched 

Replaced CodeChicken with CodeChicken Lib CRE for cleanroom mod

I added Weather2 Remastered, ExtendPolyphonyLimit, Improved Cleanroom Relaunched, Fugue, Scalar Legacy, Mouse Tweaks Unofficial,  Simple Zoom, Sledgehammer, Universal Tweaks, Fixeroo and Entity Culling